X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fstate_tracker%2Fst_atom_shader.c;h=fee15a980f30d60af729820825d45da0eb339548;hb=6e3730452152ca74ad3b51bf1dd4b69b20dbc019;hp=ad151edf3bdc2575dacf75b55573babc3795bd6c;hpb=a8238bb08a95e7ea4430450c304a6bee210df1a6;p=mesa.git diff --git a/src/mesa/state_tracker/st_atom_shader.c b/src/mesa/state_tracker/st_atom_shader.c index ad151edf3bd..fee15a980f3 100644 --- a/src/mesa/state_tracker/st_atom_shader.c +++ b/src/mesa/state_tracker/st_atom_shader.c @@ -1,6 +1,6 @@ /************************************************************************** * - * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. + * Copyright 2003 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a @@ -18,7 +18,7 @@ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. - * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR + * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. @@ -37,13 +37,11 @@ #include "main/imports.h" #include "main/mtypes.h" -#include "shader/program.h" +#include "program/program.h" #include "pipe/p_context.h" #include "pipe/p_shader_tokens.h" - #include "util/u_simple_shaders.h" - #include "cso_cache/cso_context.h" #include "st_context.h" @@ -51,103 +49,6 @@ #include "st_program.h" - -/** - * Translate fragment program if needed. - */ -static void -translate_fp(struct st_context *st, - struct st_fragment_program *stfp) -{ - if (!stfp->tgsi.tokens) { - assert(stfp->Base.Base.NumInstructions > 0); - - st_translate_fragment_program(st, stfp); - } -} - - - -/** - * Find a translated vertex program that corresponds to stvp and - * has outputs matched to stfp's inputs. - * This performs vertex and fragment translation (to TGSI) when needed. - */ -static struct st_vp_varient * -find_translated_vp(struct st_context *st, - struct st_vertex_program *stvp ) -{ - struct st_vp_varient *vpv; - struct st_vp_varient_key key; - - /* Nothing in our key yet. This will change: - */ - memset(&key, 0, sizeof key); - - /* When this is true, we will add an extra input to the vertex - * shader translation (for edgeflags), an extra output with - * edgeflag semantics, and extend the vertex shader to pass through - * the input to the output. We'll need to use similar logic to set - * up the extra vertex_element input for edgeflags. - * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA - */ - key.passthrough_edgeflags = (st->vertdata_edgeflags && ( - st->ctx->Polygon.FrontMode != GL_FILL || - st->ctx->Polygon.BackMode != GL_FILL)); - - - /* Do we need to throw away old translations after a change in the - * GL program string? - */ - if (stvp->serialNo != stvp->lastSerialNo) { - /* These may have changed if the program string changed. - */ - st_prepare_vertex_program( st, stvp ); - - /* We are now up-to-date: - */ - stvp->lastSerialNo = stvp->serialNo; - } - - /* See if we've got a translated vertex program whose outputs match - * the fragment program's inputs. - */ - for (vpv = stvp->varients; vpv; vpv = vpv->next) { - if (memcmp(&vpv->key, &key, sizeof key) == 0) { - break; - } - } - - /* No? Perform new translation here. */ - if (!vpv) { - vpv = st_translate_vertex_program(st, stvp, &key); - if (!vpv) - return NULL; - - vpv->next = stvp->varients; - stvp->varients = vpv; - } - - return vpv; -} - - -/** - * Return pointer to a pass-through fragment shader. - * This shader is used when a texture is missing/incomplete. - */ -static void * -get_passthrough_fs(struct st_context *st) -{ - if (!st->passthrough_fs) { - st->passthrough_fs = - util_make_fragment_passthrough_shader(st->pipe); - } - - return st->passthrough_fs; -} - - /** * Update fragment program state/atom. This involves translating the * Mesa fragment program into a gallium fragment program and binding it. @@ -156,30 +57,36 @@ static void update_fp( struct st_context *st ) { struct st_fragment_program *stfp; + struct st_fp_variant_key key; assert(st->ctx->FragmentProgram._Current); stfp = st_fragment_program(st->ctx->FragmentProgram._Current); assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB); - translate_fp(st, stfp); + memset(&key, 0, sizeof(key)); + key.st = st; + + /* _NEW_FRAG_CLAMP */ + key.clamp_color = st->clamp_frag_color_in_shader && + st->ctx->Color._ClampFragmentColor; + + /* Ignore sample qualifier while computing this flag. */ + key.persample_shading = + _mesa_get_min_invocations_per_fragment(st->ctx, &stfp->Base, true) > 1; + + st->fp_variant = st_get_fp_variant(st, stfp, &key); st_reference_fragprog(st, &st->fp, stfp); - if (st->missing_textures) { - /* use a pass-through frag shader that uses no textures */ - void *fs = get_passthrough_fs(st); - cso_set_fragment_shader_handle(st->cso_context, fs); - } - else { - cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader); - } + cso_set_fragment_shader_handle(st->cso_context, + st->fp_variant->driver_shader); } const struct st_tracked_state st_update_fp = { "st_update_fp", /* name */ { /* dirty */ - 0, /* mesa */ + _NEW_BUFFERS | _NEW_MULTISAMPLE, /* mesa */ ST_NEW_FRAGMENT_PROGRAM /* st */ }, update_fp /* update */ @@ -195,6 +102,7 @@ static void update_vp( struct st_context *st ) { struct st_vertex_program *stvp; + struct st_vp_variant_key key; /* find active shader and params -- Should be covered by * ST_NEW_VERTEX_PROGRAM @@ -203,12 +111,31 @@ update_vp( struct st_context *st ) stvp = st_vertex_program(st->ctx->VertexProgram._Current); assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB); - st->vp_varient = find_translated_vp(st, stvp); + memset(&key, 0, sizeof key); + key.st = st; /* variants are per-context */ + + /* When this is true, we will add an extra input to the vertex + * shader translation (for edgeflags), an extra output with + * edgeflag semantics, and extend the vertex shader to pass through + * the input to the output. We'll need to use similar logic to set + * up the extra vertex_element input for edgeflags. + */ + key.passthrough_edgeflags = st->vertdata_edgeflags; + + key.clamp_color = st->clamp_vert_color_in_shader && + st->ctx->Light._ClampVertexColor && + (stvp->Base.Base.OutputsWritten & + (VARYING_SLOT_COL0 | + VARYING_SLOT_COL1 | + VARYING_SLOT_BFC0 | + VARYING_SLOT_BFC1)); + + st->vp_variant = st_get_vp_variant(st, stvp, &key); st_reference_vertprog(st, &st->vp, stvp); cso_set_vertex_shader_handle(st->cso_context, - st->vp_varient->driver_shader); + st->vp_variant->driver_shader); st->vertex_result_to_slot = stvp->result_to_output; } @@ -217,8 +144,116 @@ update_vp( struct st_context *st ) const struct st_tracked_state st_update_vp = { "st_update_vp", /* name */ { /* dirty */ - _NEW_POLYGON, /* mesa */ - ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */ + 0, /* mesa */ + ST_NEW_VERTEX_PROGRAM /* st */ + }, + update_vp /* update */ +}; + + + +static void +update_gp( struct st_context *st ) +{ + struct st_geometry_program *stgp; + struct st_gp_variant_key key; + + if (!st->ctx->GeometryProgram._Current) { + cso_set_geometry_shader_handle(st->cso_context, NULL); + return; + } + + stgp = st_geometry_program(st->ctx->GeometryProgram._Current); + assert(stgp->Base.Base.Target == GL_GEOMETRY_PROGRAM_NV); + + memset(&key, 0, sizeof(key)); + key.st = st; + + st->gp_variant = st_get_gp_variant(st, stgp, &key); + + st_reference_geomprog(st, &st->gp, stgp); + + cso_set_geometry_shader_handle(st->cso_context, + st->gp_variant->driver_shader); +} + +const struct st_tracked_state st_update_gp = { + "st_update_gp", /* name */ + { /* dirty */ + 0, /* mesa */ + ST_NEW_GEOMETRY_PROGRAM /* st */ + }, + update_gp /* update */ +}; + + + +static void +update_tcp( struct st_context *st ) +{ + struct st_tessctrl_program *sttcp; + struct st_tcp_variant_key key; + + if (!st->ctx->TessCtrlProgram._Current) { + cso_set_tessctrl_shader_handle(st->cso_context, NULL); + return; + } + + sttcp = st_tessctrl_program(st->ctx->TessCtrlProgram._Current); + assert(sttcp->Base.Base.Target == GL_TESS_CONTROL_PROGRAM_NV); + + memset(&key, 0, sizeof(key)); + key.st = st; + + st->tcp_variant = st_get_tcp_variant(st, sttcp, &key); + + st_reference_tesscprog(st, &st->tcp, sttcp); + + cso_set_tessctrl_shader_handle(st->cso_context, + st->tcp_variant->driver_shader); +} + +const struct st_tracked_state st_update_tcp = { + "st_update_tcp", /* name */ + { /* dirty */ + 0, /* mesa */ + ST_NEW_TESSCTRL_PROGRAM /* st */ + }, + update_tcp /* update */ +}; + + + +static void +update_tep( struct st_context *st ) +{ + struct st_tesseval_program *sttep; + struct st_tep_variant_key key; + + if (!st->ctx->TessEvalProgram._Current) { + cso_set_tesseval_shader_handle(st->cso_context, NULL); + return; + } + + sttep = st_tesseval_program(st->ctx->TessEvalProgram._Current); + assert(sttep->Base.Base.Target == GL_TESS_EVALUATION_PROGRAM_NV); + + memset(&key, 0, sizeof(key)); + key.st = st; + + st->tep_variant = st_get_tep_variant(st, sttep, &key); + + st_reference_tesseprog(st, &st->tep, sttep); + + cso_set_tesseval_shader_handle(st->cso_context, + st->tep_variant->driver_shader); +} + +const struct st_tracked_state st_update_tep = { + "st_update_tep", /* name */ + { /* dirty */ + 0, /* mesa */ + ST_NEW_TESSEVAL_PROGRAM /* st */ }, - update_vp /* update */ + update_tep /* update */ };